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Warhammer Online : Age of Reckoning (WAR), not to be confused
with the now defunct Warhammer Online, is
the translation of the Warhammer universe
into the online space by Mythic Entertainment.
The Fairfax, VA based developers - who also
brought you Dark Age of Camelot - secured
the license at E3 2005. The first images
then became available in March of 2006.
WAR hopes to launch in
2007 with six playable races, spread over
two factions. As the name implies, these
factions will wage an all-out PvP war on
the game?s servers. Beta is scheduled for
the summer of 2006.
Timeline:
The game will take place ?out of time? with
the Warhammer story. Mythic and GW have
worked together to create a new timeperiod
called the Age
of Reckoning.
Influence:
It will be ?heavily-Warhammer?, in the words
of Mark Jacobs. They are pulling as much
material from the Warhammer world as they
can.
Races:
Seven, including Orcs, Goblins, Dwarfs,
High Elves, Empire Humans, Chaos Humans,
and Dark Elves
Realm
Alliances: We are unsure
at this time on Realm details. Check back
later.
Classes:
Two archtypes, including Warrior and Adept.
Each class will fall under one of those
two designations. Class details are unknown,
but mentioned in PC Gamer Magazine are Dwarf
Thunderers, Orc Shaman, and Human Warriors.
Screenshots of what look like Dwarf Trollslayers
have been published.
"A Human Warrior may be come a soldier,
rifleman, mercenary, knight, and ranger-
sometimes mixing and matching facets of
each if desired."
PvP:
As posted in PC Gamer Magazine:
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"As the agents of Order
(Dwarfs, High Elves, Empire Humans) battle
against the agents of Chaos (Greenskins,
Dark Elves, Chaos Humans) each side will
be fighting for control of zones in the
gameworld. Though all combat and missions
(even PvE) will count toward this goal,
PvP will influence a decisive to win the
most.
PvP will be broken into four types: Skirmishes,
Battlefields, Scenarios, and Campaigns.
Skirmishes are the simplest-
two or more enemies clashing in unstructured
combat. Battlefields will
have have you fight for control of in-game
resources, such as lumber mills and temples.
Scenarios are similar to
Battlefields, except that these large-scale
battles will be instanced and evenly matched
by the server (adding bots to balance the
sides), an their outcomes will factor the
most into which side takes a zone. And finally,
Campaigns will be the PvP
endgames- a final, humiliating invasion
of the losing race?s capital city.
Once (or if) the capital city is taken-
which includes the wanton killing of NPC
shopkeepers and outright pillaging- the
server?s meta-game will respawn in AI reinforcements,
drive out the invasion force, and reset
the server. But all the loot you grabbed?
You get to keep that. (The developers also
noted that the losing side would experience
negative ramifications that would carry
over into the next Campaign, but the exact
details haven?t been finalized.)"
Advancement
System: "Eschewing character
levels altogether, Warhammer Online will
be a what-you=see-is-what-you-get world.
If an opposing character has a big menacing
sword that looks like it might lop your
head off, it probably will. And the mark
of your personal progress in the game will
be shown physically; Orcs, for example,
will grow in size and become more musclebound,
while Dwarfs? beards will gradually become
longer to indicate their venerated status.
IN addition, you?ll be able to outfit your
character with personal trophies, such as
adorning your Orc?s spiked armor with Dwarf
skulls, just like you would in real life."
- PC Gamer Magazine, April issue
Crafting
System: The crafting system
will be a functional part of the game intended
to benefit the waging of war, with a wide
variety of items available to create.
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